Token导航 LogoToken导航TokenDH.com
前端设计执行命令github未标认证来源可访问许可证需确认审计通过

dojo-system道场系统

Agent Skill

dojo-system 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

1,639

周安装

69

GitHub Stars

53

下载量

574
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:dojo-system(道场系统)
来源仓库:https://github.com/dojoengine/book
仓库路径:skills/dojo-system
安装命令:
npx skills add https://github.com/dojoengine/book --skill dojo-system
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/dojoengine/book --skill dojo-system

简介

dojo-system 用于创建智能合约系统,实现游戏逻辑和修改模型状态。

  • 它基于 #[dojo::contract] 宏自动生成 world_default(),支持核心导入和事件存储。
  • 可通过 npx skills add 命令从 GitHub 仓库安装,建议结合原始 README 核验具体用法。
  • 使用前需确认权限范围、维护状态,并注意是否会触发联网、命令执行或文件读写操作。
  • 适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。

SKILL.md

Dojo System Generation

Create Dojo systems (smart contracts) that implement your game's logic and modify model state.

Essential Imports (Dojo 1.0+)

Copy these imports for any Dojo system:

// Core Dojo imports - ALWAYS needed for systems
use dojo::model::{ModelStorage, ModelValueStorage};
use dojo::event::EventStorage;

// Starknet essentials
use starknet::{ContractAddress, get_caller_address, get_block_timestamp};

Where does self.world_default() come from?

self.world_default() is provided automatically by #[dojo::contract] - no import needed!

#[dojo::contract]  // <-- This macro provides world_default()
mod my_system {
    use dojo::model::{ModelStorage, ModelValueStorage};
    use dojo::event::EventStorage;

    #[abi(embed_v0)]
    impl MyImpl of IMySystem<ContractState> {
        fn my_function(ref self: ContractState) {
            // world_default() is available because of #[dojo::contract]
            let mut world = self.world_default();

            // Now use world for all operations...
        }
    }
}

How to emit events

Requires: use dojo::event::EventStorage;

// 1. Define the event (outside impl block)
#[derive(Copy, Drop, Serde)]
#[dojo::event]
struct PlayerMoved {
    #[key]
    player: ContractAddress,
    from_x: u32,
    from_y: u32,
    to_x: u32,
    to_y: u32,
}

// 2. Emit it (inside a function)
fn move_player(ref self: ContractState, direction: u8) {
    let mut world = self.world_default();

    // ... game logic ...

    // Emit event - note the @ for snapshot
    world.emit_event(@PlayerMoved {
        player: get_caller_address(),
        from_x: 0,
        from_y: 0,
        to_x: 1,
        to_y: 1,
    });
}

Quick reference: What imports what

You want to useImport this
world.read_model()use dojo::model::ModelStorage;
world.write_model()use dojo::model::ModelStorage;
world.emit_event()use dojo::event::EventStorage;
self.world_default()Nothing! Provided by #[dojo::contract]
get_caller_address()use starknet::get_caller_address;

When to Use This Skill

  • "Create a spawn system"
  • "Add a move system that updates position"
  • "Implement combat logic"
  • "Generate a system for [game action]"

What This Skill Does

Generates Cairo system contracts with:

  • #[dojo::contract] attribute
  • Interface definition with #[starknet::interface]
  • System implementation
  • World access (world.read_model(), world.write_model())
  • Event emissions with #[dojo::event]

Quick Start

Interactive mode:

"Create a system for player movement"

I'll ask about:

  • System name
  • Functions and their parameters
  • Models used
  • Authorization requirements

Direct mode:

"Create a move system that updates Position based on Direction"

System Structure

A Dojo contract consists of an interface trait and a contract module:

use dojo_starter::models::{Direction, Position};

// Define the interface
#[starknet::interface]
trait IActions<T> {
    fn spawn(ref self: T);
    fn move(ref self: T, direction: Direction);
}

// Dojo contract
#[dojo::contract]
pub mod actions {
    use super::{IActions, Direction, Position};
    use starknet::{ContractAddress, get_caller_address};
    use dojo_starter::models::{Vec2, Moves};

    use dojo::model::{ModelStorage, ModelValueStorage};
    use dojo::event::EventStorage;

    // Define a custom event
    #[derive(Copy, Drop, Serde)]
    #[dojo::event]
    pub struct Moved {
        #[key]
        pub player: ContractAddress,
        pub direction: Direction,
    }

    #[abi(embed_v0)]
    impl ActionsImpl of IActions<ContractState> {
        fn spawn(ref self: ContractState) {
            let mut world = self.world_default();
            let player = get_caller_address();

            // Read current position (defaults to zero if not set)
            let position: Position = world.read_model(player);

            // Set initial position
            let new_position = Position {
                player,
                vec: Vec2 { x: position.vec.x + 10, y: position.vec.y + 10 }
            };
            world.write_model(@new_position);

            // Set initial moves
            let moves = Moves {
                player,
                remaining: 100,
                last_direction: Direction::None(()),
                can_move: true
            };
            world.write_model(@moves);
        }

        fn move(ref self: ContractState, direction: Direction) {
            let mut world = self.world_default();
            let player = get_caller_address();

            // Read current state
            let position: Position = world.read_model(player);
            let mut moves: Moves = world.read_model(player);

            // Update moves
            moves.remaining -= 1;
            moves.last_direction = direction;

            // Calculate next position
            let next = next_position(position, direction);

            // Write updated state
            world.write_model(@next);
            world.write_model(@moves);

            // Emit event
            world.emit_event(@Moved { player, direction });
        }
    }

    // Internal helper to get world with namespace
    #[generate_trait]
    impl InternalImpl of InternalTrait {
        fn world_default(self: @ContractState) -> dojo::world::WorldStorage {
            self.world(@"dojo_starter")
        }
    }
}

// Helper function outside the contract
fn next_position(mut position: Position, direction: Direction) -> Position {
    match direction {
        Direction::None => { return position; },
        Direction::Left => { position.vec.x -= 1; },
        Direction::Right => { position.vec.x += 1; },
        Direction::Up => { position.vec.y -= 1; },
        Direction::Down => { position.vec.y += 1; },
    };
    position
}

Key Concepts

World Access

Get the world storage using your namespace:

let mut world = self.world(@"my_namespace");

Create a helper function to avoid repeating the namespace:

#[generate_trait]
impl InternalImpl of InternalTrait {
    fn world_default(self: @ContractState) -> dojo::world::WorldStorage {
        self.world(@"my_namespace")
    }
}

Reading Models

let position: Position = world.read_model(player);

Writing Models

world.write_model(@Position { player, vec: Vec2 { x: 10, y: 20 } });

Emitting Events

Define events with #[dojo::event]:

#[derive(Copy, Drop, Serde)]
#[dojo::event]
pub struct PlayerMoved {
    #[key]
    pub player: ContractAddress,
    pub from: Vec2,
    pub to: Vec2,
}

// Emit in your function
world.emit_event(@PlayerMoved { player, from: old_pos, to: new_pos });

Getting Caller

use starknet::get_caller_address;

let player = get_caller_address();

Generating Unique IDs

let entity_id = world.uuid();

System Design

Single Responsibility

Each system should have one clear purpose:

  • MovementSystem: Handles player/entity movement
  • CombatSystem: Manages battles and damage
  • InventorySystem: Manages items

Stateless Design

Systems should be stateless, reading state from models:

fn attack(ref self: ContractState, target: ContractAddress) {
    let mut world = self.world_default();
    let attacker = get_caller_address();

    // Read current state
    let attacker_stats: Combat = world.read_model(attacker);
    let mut target_stats: Combat = world.read_model(target);

    // Apply logic
    target_stats.health -= attacker_stats.damage;

    // Write updated state
    world.write_model(@target_stats);
}

Input Validation

Validate inputs before modifying state:

fn move(ref self: ContractState, direction: Direction) {
    let mut world = self.world_default();
    let player = get_caller_address();

    let moves: Moves = world.read_model(player);
    assert(moves.remaining > 0, 'No moves remaining');
    assert(moves.can_move, 'Movement disabled');

    // Proceed with movement
}

Permissions

Systems need writer permission to modify models. Configure in dojo_dev.toml:

[writers]
"my_namespace" = ["my_namespace-actions"]

Or grant specific model access:

[writers]
"my_namespace-Position" = ["my_namespace-actions"]
"my_namespace-Moves" = ["my_namespace-actions"]

Next Steps

After creating systems:

  1. Use dojo-test skill to test system logic
  2. Use dojo-review skill to check for issues
  3. Use dojo-deploy skill to deploy your world
  4. Use dojo-client skill to call systems from frontend

Related Skills

  • dojo-model: Define models used by systems
  • dojo-test: Test system logic
  • dojo-review: Review system implementation
  • dojo-deploy: Deploy systems to network

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

37.37%
按下载量换算215

Claude

30.55%
按下载量换算175

Cursor

20.1%
按下载量换算115

Gemini CLI

9.33%
按下载量换算54

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

执行命令

安装流程涉及命令执行,可能通过 npx skills add https://github.com/dojoengine/book --skill dojo-system 联网下载 Skill 或依赖。用户安装前应确认命令来源、仓库内容和执行环境。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

继续浏览同类 Skills